1
Global gossip channel
gossip
gossiping
gos
communication
none
[gossip character] [message]
none
none
There are several forms of communications within the game.  One of these is known as "gossiping".  Global gossip is the simplest way to communicate with all other active players in the game as everyone can be easily tuned into it. All players in the game may be tuned into the global gossip channel.  Sending a message over the channel is as simple as typing in the gossip character followed by a message.  For example, assuming the global gossip character is ',' you would type ",hi everyone!".  To turn the gossip channel on simply type ,on.  To turn the gossip channel off simply type ,off.  Players who's gossip channels are in the off position will not receive any global gossip messages and will not be able to send any.  To find out what the character to activate gossip is currently set to, simply type "gossip".
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2
Astral chatter channels
astral chat
globals
astral
none
none
[astral character]on/off
[astral character]channel number
[astral character]message
 There are several forms of communications within the game.  One of these is the "astral channels".  The astral channels are frequencies which any player can tune to at will.    They are quite similar to the global chat channels you are used to on the main BBS.  You may turn your astral channels ability on or off or tune to any frequency from 1 - 30000.  Sending a message over your currently set astral channel is as simple as typing the astral chat character and a message.  For example, assuming the astral chat character is "-" you could type -hi everyone.  To turn the channels on or off, type -on and -off.  Players who's astral channels are in the off position will not receive any astral messages and will not be able to send any.  To find out what the character to activate astral chat is currently set to, simply type "astral".
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3
Whisper
whisper
page
none
none
none
[whisper character]message
[whisper character]on
[whisper character]off
There are several forms of communications within the game.  Whispers are subtle mental messages all players are able to send to each other regardless of the location of either in the realms.
To send a whisper simply type the whisper character, followed by the player's name following by the message.  For example, assuming the whisper character is / and the player's name is Warren, we could type "/warren hi!!!!!". It is not necessary to type the recipient's entire name but only enough to distinguish them from everyone else.  If the user is not in the game you will be notified that they are not present. To find out what the character to whisper to someone is currently set to, simply type "whisper".  You may toggle the ability to receive whispers on and off as indicated in the usage above.
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4
Directed messages
direct
none
none
none
none
[directed character]message
none
none
If you are standing in the same room as another player you may wish to clarify the recipient of a statement you are making.  To "direct" a message to someone in your room you would type the direct character, followed by the player's name, followed by the message you wish to convey.  For example, assuming the direct character is ">" and the user's name is Rich, you might type >rich Where's my Spy Camera??.  Rich would see "From (Warren) to you: Where's my Spy Camera??".  It is not necessary to type the recipient's entire name but only enough to distinguish them from everyone else. To find out what the character to direct a message to someone is currently set to, simply type "direct".
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5
Looking about
examine
read
case
look
none
look
look [monster/item/player name]
look [direction] [number of rooms]
Your main faculty for survival in this realm is eyes.  You must keep them open, or someone will shut them permanently for you.  There are many different ways to look in this game.  In it's simplest form simply typing the word "look" will give you a general description of the room you are in.  Also, you may look at a player, for example "look Sysop",  you may look at a monster "look silver dragon", or you may look at an item "look dagger".  The look command also allows you to look several rooms away by specifying a direction and number of rooms.  For example, typing "look north 3" will give you the basic room description and content description of the area three rooms to the north.  Of course, a clear path to this room must exist (can't look through oak doors and cinder walls) which includes proper the existence of proper lighting levels.
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6
Scan a direction
scan
sc
none
none
none
scan [direction]
none
none
Scanning a direction allows you to get a summary of all possible threats and targets in your line of sight.  Your line of sight is affected by such factors as your inherent sight ability, light levels, obstacles and so on.  To scan a direction you simply type "scan [direction]".  For example, typing "scan east" may reveal "You see a kobold at 2 pace(s)".  If you are unsure of what is ahead, why not take a look or scan the direction?
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7
Exiting the realms and the engagement of reality
exit
x
none
none
none
x
exit
none
At some point in time you may wish to exit from the game and re-enter reality (shudder).  This may be done at any point in your gameplay so long as your action timer is zero.  To exit from the game simply type "x" or "exit".  Your character will be saved and you will be placed back to the game's main menu.
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8
Picking up an item
get
g
none
none
none
get [item name]
none
none
Curiosity, greed and simple necessity being what it is, you will find yourself picking up many things from the floors of the realms.  There are many things to consider when picking an item up.  The first and foremost is that your inventory (see inventory) which we refer to as your backpack will only hold a limited amount of items.  The second and as equally important is the weight of the item.  It is important to keep one eye on your encumbrance level (see encumbrance) as it will affect the usage of your movement points and other things.  There is also a slight chance (very, very slight) that the item you are procuring is cursed and you will not be able to drop it.  To get an item simply type "get [item name]".
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9
Dropping items
drop
dr
none
none
none
drop [item name]
none
none
To rid yourself of an item, you may wish to "drop" it.  Dropping involves taking something which you possess, removing it from your backpack and placing it on the floor of the room you are in.  To drop an item, simply type "drop [item name]".  For example, "drop dagger".
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10
Suicide and the taking of your soul
suicide
reset
suicide me now please
none
none
suicide me now please
none
none
There may come a time when you can no longer bear the hardship of this meager existence and you will feel the need to sever all ties with the mortal realms.  When this time comes, you may wish to execute the "suicide" command.  The suicide command will reset your current character and place you back at the main menu.  Be careful when typing this as the game does not verify with you before going ahead and taking away your character.  To lower the chances of mistakenly suiciding your character we have expanded the command string to "suicide me now please".  To suicide (effectively reset) your character simply issue the command "suicide me now please" and all will be taken care of.  Bless you.
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11
Light sources and using them
light
li
none
none
none
light [light source (i.e. torch, lantern, lamp...)]
li [light source (i.e. torch, lantern, lamp...)]
none
While many of the rooms and areas of the realms are well lit, the majority of them require additional light to navigate safely through.  The concept of light is not one of  "is well lit" and "is not well lit".  Some rooms are  "darker" then others and as such require additional light.  In this vein, lighting two torches gives you twice as much light as having only one torch lit as opposed to their being one constant and immutable light level.  You may indeed need to have two torches (or more) lit to see through certain rooms.  To light (or turn on) a light source simply type "light [light source name]".  Most light sources will only last a limited period of time and thus it is important you conserve them in rooms which do not require extra light (see help: snuff).
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12
Banking within the realms
bank
banks
deposit
withdraw
checkbook
deposit [amount] [optionally specify gold/silver/electrum/platinum]
withdraw [amount] [optionally specify gold/silver/electrum/platinum]
checkbook
AT THE TIME OF THIS WRITING, ELECTRUM and PLATINUM ARE NOT IMPLEMENTED
With any luck you may accumulate much wealth in your adventures about the realms (see help: currency).  You will need a place to store excess currency and for that we have banks strewn about the land.  You may deposit funds to your account in two ways.  You may specify how many of which currency, for example,  "deposit 10 gold" or "deposit 10 silver" or you may simply type "deposit 20" and the banker will assume you wish to deposit 20 silvers worth of currency and will deduct the appropriate number of gold and/or silver from what you have in your pockets.  Withdrawing currency works in the same manner as deposit except you use the word "withdraw".  For example, "withdraw 10 gold" or "withdraw 1000".  Of course you cannot deposit or withdraw more currency then you posses.  To find out how much you have in the bank simply type "checkbook".
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13
Currency
money
gold
silver
electrum
platinum
none
none
none
AT THE TIME OF THIS WRITING, ELECTRUM and PLATINUM ARE NOT YET IMPLEMENTED
There are four types of currency maintained and exchanged within and about the realms.  They are, in order of relative value, silver shillings, gold sovereigns, electrum half-groats and platinum groats.  The current exchange rate is 100 silver shillings = 1 gold sovereign, 100 gold sovereigns = 1 electrum half-groat and 100 electrum half-groats = 1 platinum groat. Having too much currency on hand will encumber you to no end and therefore it is a smart idea to place some in your bank account.  Depositing excess funds also protects it for you should you die during your adventures.
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14
Learning a new spell
learn
none
none
none
none
learn [spell]
none
none
Of what use would a good proficiency level in a magical sphere be if you did not exploit the knowledge by learning new and exciting spells.  You can only learn spells which you are powerful enough to cast.  Spells are normally acquired at spell learning centers located in the vast majority of towns and cities throughout the realms however not all spell learning centers are knowledgeable in the ways of all spells and there are spells that are only available in hidden corners of the realms (so where is that hermit hm?).  Learning a new spell will also cost you a small (possibly large) amount of silvers.  Players may learn a maximum of 50 spells total.
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15
Getting help in these troubled times
help
advanced
basic
none
none
help [topic]
none
none
To acquire help on a topic, while playing the game, simply type "help [topic]".  To get an alphabetical listing of all topics type "help [alpha1]", help [alpha2], or help [alpha3].  If you are unsure as to what kind of help you are looking for, you can try using the advanced topic search engine in the "basic help and advanced topic search" section available from the game's main menu.  Advanced topic search allows you to enter search for all occurrences of a given word inside the totality of the help files.  Advanced topic search is only available from the menu outside the game.
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16
Turning off, or extinguishing light sources
snuff
extinguish
sn
unlight
none
snuff [light source]
sn [light source]
unlight [light source]
Most sources of light which you carry on your person, will only supply you with light for a limited amount of time.  It is important to conserve light and to only use your torches, lamps etc. when you need them.  To turn an active light source "off" or to extinguish an active light source simply type "snuff [light source]".  Conserving light can be a crucial part of gameplay.
~
17
Taming non-player characters
tame
none
none
none
none
tame [monster name]
none
none
Depending on your level of charisma and skill, and the target monster or non-player character's level and level of intelligence you may be able to convince him to join your horde (see horde and see group).  Monsters (or any creature not a real player) who joins your horde will fight in your defense or provide other useful duties (such as standing watch).  Monsters in your horde will follow you as best as they can and if separated from you will attempt to track you down.  Monsters who are under your control are said to be in your "horde" and players who are grouped with you are said to be in your "group".  To attempt to tame a monster simply type "tame [monster]".  You will be notified upon success that the monster has joined your horde.
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18
Groups
group
invite
disband
leave
appoint
none
none
none
Adventuring can be a dangerous thing within the realms of Corinthia.  It is often desirable (and sometimes an absolute necessity) to band together to survive or accomplish certain goals.  To help with this, we introduce the concept of logical groups.  To check the status of your current group type "group".  If you are not in a group already , you may form your own by simply inviting people to adventure with you.
Commands specific to groups are:
 * invite [player] - issue a standing invitation to join your group
 * join [player] - request entry into a player's group
 * decline [player] - decline an invitation to join a group
 * disband - group leader disbands a group
 * expel [player] - expel a player from a group
 * app [player] - appoint another group leader
 * leave - leave your current group
 * gr - check who is in your group
 * gr [message] - broadcast a message to your group
It is important to note that only the group's leader can invite a new member, disband the group, expel the group or appoint a new leader.
~
19
Hordes
hordes
defend
aggress
horde
none
horde disband
horde aggress
horde defend
Your horde is the group of monsters you have tamed (see TAME), convinced or otherwise acquired as a safe traveling partner.  Hordes are useful when you need extra protection in the more dangerous areas of the realms.  Once a member of your horde, a monster will be loyal to you until such time as you die, you disband the horde, or you attack it.  Available are a simply set of instructions you can give your horde.  To command your horde to attack at will simply type "horde aggress".  To command your horde to attack only when you attack or are attacked, simply type "horde defend".  To disband your horde use "horde disband".  It is important to note that once you disband your horde you have approximately five seconds before they perceive you as a threat; so don't disband a horde or dragons and then walk away for a snack.
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20
Joining a group
join
j
none
none
none
join [group leader]
j [group leader]
none
Being a member of a group affords you many benefits including additional protection and a leader.  To request entry into an adventuring group simply type "join [group leader]".  You may not join another group until you have left your old one (see also: leave) and/or disbanded the group that you currently lead.
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21
Inviting people to a group
invite
none
none
none
none
invite [player name]
none
none
If you are the leader of a group (or are attempting to form one) you may invite people to join you in your adventures.  As the group leader, all players (who desire and are in your group) will follow your movements throughout the land.  To invite a player simply type "invite [player name]".
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22
Disbanding a group of adventurers
disband
none
none
none
none
disband
none
none
If you are the leader of a group you may opt at any time to disband it.  Disbanding a group sends all members on  their merry way and dissolves the group.  To disband a group simply type "disband".  This command should not be confused with the "horde disband" command (see HORDE).
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23
Decline an invitation to join a group
decline
none
none
none
none
decline [host name]
none
none
If you are currently invited to join a group you will not be able to field any other invitations at the same time.  If you wish to decline an invitation and go on with your life or choose another group, simply type "decline [host name]".
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24
Leaving a group
leave
none
none
none
none
leave
none
none
If you wish to no longer be a part of a group you may issue the "leave" command.  From that moment on you will no longer be affiliated with the group and as such will receive none of the benefits of being in it.  It is important to note that since you are no longer part of the group, any monsters within will perceive you as a threat.  Be careful.
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25
Doors and passageways
doors
door
passage
passageway
none
none
none
none
Rooms are connected by one of two means.  The first means is via a passageway which is allows you to roam freely between the two rooms it connects.  The other is via a door(way).  Door's may be open, closed, locked, unlocked or broken.  All doors require some sort of object (may or may not be an actual key) to lock and unlock them (see help: lock see help: unlock) and many are pickable (see help: pick).  Broken (sometimes referred to as bashed) doors may not be locked or unlocked as it is assumed the lock is broken.  There is also a small selection of doors for which no key objects exist.  See also: open and  see also close.
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26
Opening doors
open
bash
none
none
none
open [direction of door]
bash [direction]
none
Doors were made to be opened.  If you see a door (which is closed) that you'd like to open simply specify the direction as such "open east".  Doors must of course be unlocked (or the locks bashed) before being opened.  If you find yourself in need of passage through a closed locked door, you may attempt to bash through the door.  Your success or failure in bashing through a door is proportionate to the strength of the door and your physical strength.  If you fail to bash through the door you will take bodily damage based on how strong the door is and how strong your strength is.  Player with low strengths attempting to bash through strong doors will more often than naught get hurt in the process.  However, you will never killed by attempting a bash though you may be brought down to one hitpoint and made really dizzy (meaning your action timer will get 30 seconds added to it).
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27
Closing doors
close
cl
none
none
none
close [direction]
cl [direction]
none
To close a door, simply specify the direction as such "close east".
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28
Locking doors
lock
none
none
none
none
lock [direction]
none
none
To lock a door you must have the key object associated with it.  Not all key objects are actually keys.  Some doors do not have key objects and therefore you must find some other means to open their locks.  Locking doors is an effective way of stopping monsters (and other players perhaps) from chasing you as they rarely have the key required to open the lock.  See also: unlock.
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29
Unlocking doors
unlock
none
none
none
none
unlock [direction]
none
none
Before you may open a door it must be unlocked (or the lock broken).  In order to unlock a door you must have the key object required to unlock it.  The key object may or may not actually be a key but another object.  See also: lock.
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30
Verbose descriptions
verbose
none
none
none
none
verbose
none
none
By typing "verbose" you enable long descriptions.  This means that every time you enter a room you will see a long description of it.  See also: brief.
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31
Brief descriptions
brief
none
none
none
none
brief
none
none
By typing "brief" you disable the printing of long room descriptions.  This means that now when you move from room to room, you will not see the standard long description of the room each time you enter it.  See also: verbose.
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32
Directions and movement
cardinal
north
move
directions
none
none
none
none
Your feet will be responsible for taking you most places in this game.  To move off in a direction, simply type the direction.  For example to move north you would just type "north" or "n" for short.  North, south, east, west, northwest, northeast, southwest, southeast, up and down abbreviate to N, S, E, W, NW, NE, SW, SE, U, D.  These directions are sometimes referred to as cardinals.  There are other, less time consuming and less tiring ways to move about the realms such as the magicks of teleportation and the acquiring of a mount to ride.
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33
Nourishment
food
drink
thirst
hunger
none
eat [item name]
drink [item name]
none
In order to survive you must occasionally quench your thirst and satiate your hunger.  There are many different food items in the realms which you will find or purchase.  Some items are purely a source of food, purely a source of liquid or a combination of both.  In addition some items will hold multiple amounts (or uses) of food or water (such as a big loaf of bread or a waterskin).  To eat a source of food type "eat [item name] and to drink from a container type "drink [item name]".  Note that once a container or multiple use item is used up it will disappear from your inventory.  It is important to note that being in the state of hunger and the state of thirst will affect your ability to regenerate health and mana.
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34
Taverns and such...
tavern
order
none
none
none
order food
order drink
none
Scattered throughout the realms are many smoky, gossip ridden taverns.  Taverns serve many purposes among them being a convenient way to get a meal and a drink and a fine place to pick up the local gossip.  To order a meal while in a tavern type "order food".  To order a frosty mug of Wolfey brew type "order drink".  If you sit long enough in a tavern you will pick up all sorts of excellent gossip (which will have varying levels of accuracy).  All taverns are a safe haven from dangers and in addition, it is Realm policy to allow no spellcasting while inside a tavern (heaven forbid something should happen to all that brew, what a tragedy).
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35
Quick hints!
hint
hints
none
none
none
hint
none
none
To help you get up to speed on gameplay we provide hints occasionally.  Hints are mostly supplied in rooms which are run of the mill examples of normal gaming life.  For example, go to any tavern and type the word "hint" and you will be given a small hint about what to do at taverns.  This is helpful for quick reference if you forget a command.
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36
Walks of life, dispositions; castes
walk
walk of life
disposition
caste
none
none
none
none
Your walk of life is the basic disposition which governs the rate and skill at which you learn different proficiencies.  In many traditional role playing systems, players are asked to chose from a small selection of classes or professions.  In these systems, the player is restrained to a small set of tasks or talents specific to her class (for example, warriors will only be good combatants and cannot ever casts spells or heal people).  In The Rose, the concept of walk of life is more of a disposition than a strict set of guidelines.  Your walk of life or class, governs the rate and efficiency at which you learn the different skills available in the realms (see also: skills).  For example,  a warrior can learn to cast mage spells and also swing an ax but he will learn to swing an ax faster and more efficiently then he will learn to cast spells.  In this fashion it is possible for a player to shape his character in the fashion he thinks is best.  The walks of life available currently are Warrior, Scholar, Priest, Gypsy, Archtypical and Mage.   Help is available for each of these classes.  When a player achieves level 30 as a walk of life he is asked to choose a specialization, or class.  See also: help class.
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37
Race and ethnicity
race
ethnic
ethnicity
none
none
none
none
none
There are six ethnicities which inhabit the realms of Corinthia.  They are the elves, the dwarves, the humans, the giants, the gnomes and the fairfolks.  Each of these ethnic groups possess approximately one sixth of the land of the island except for the humans who possess slightly more.  During the character creation process, players are asked to specify a race or ethnicity.  Your race mainly affects the highs and lows for your attributes (see also: attributes).  For example, the elves are on the average more intelligent than the humans and the giants are stronger then the elves.  Each of the ethnicities is detailed in their own help section (i.e. help elves, help dwarves, help humans).
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38
Levels and experience
promote
xp
level
experience
exp
promote
none
none
Your level (or ranking) is a relative measure of your power and success as an adventurer.  Levels are gained by accumulating and trading in experience points for advancement.  Players start at level 1 and attempt to work their way up to level 30 (perhaps higher...).  Experience points are earned in various ways.  You earn experience for each successful point of damage you incur upon a monster and in addition for each successful  kill.  Experience is also earned for each quest you successfully complete.  The amount of experience required to attain the next level (or ranking) is not a known fact and must be found through trial and error.  Promotion to the next level of experience may be acquired at differing places in the realms.  The training center in Imperial City is located just northwest of the statue to Lord Gaetor.  Be sure to read the help entry on "quests" as it explains the quest point system and how it relates to level promotion.
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39
Rerolling your player attributes
reroll
none
none
none
none
reroll
none
none
If you are unsatisfied with the player attributes given to you at the time of character creation you may use the "reroll" command.  Rerolling will reroll your character attributes and give you new ones.  You may only reroll your attributes while you are level one.
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40
The realms mightiest adventurers!
high
top
highscore
highs
none
highs
top
none
There are several high score lists available.  There is a high score list for non-classed players (See: help highs1), a highscore list for classed players (See: help highs2), a highscore for player killers (See: help seedy), a highscore list for top initiates to the council (See: help initiate) and a highscore list for top councilors (See: help councilor).  If you don't care to investigate any further type: HIGHS1, HIGHS2, SEEDY, COUNCIL or INITIATE.
~
41
System settings
sysinfo
none
none
none
none
sysinfo
none
none
Several variables may change depending on how your system operator has configured them.  To find out what the current characters are for astral chat, gossip, directing and whispering, as well as the current status of player vs. player combat issue the command "settings" or "sysinfo".
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42
Weapons
weapons
none
none
none
none
none
none
none
The realms of Corinthia are potentially a very dangerous place.  A wise adventurer equips herself with some form of weapon early on in her adventures. There are many weapons (mundane and otherwise) available in many fine weapon shops throughout the game.  Some weapons require two hands to wield and some weapons (such as bows and slings) may only be used at range (see also: ranged).  In order to make use of a weapon you must arm (or equip) it (see also: arm).  Before you may wield a weapon you must have attained a high enough level of proficiency in it's associated proficiency slot.  For example, the dagger requires a proficiency level of 10 in the art of "melee.".  Each weapon has an attack (see also: delay) and action delay associated with it.  Generally speaking the harder the weapon hits, the longer the recovery time.  It is up to the adventurer to decide whether they wish to have a faster weapon with less power or a powerful weapon with less speed.
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43
Action and attack delays
delays
delay
attack delay
action delay
none
info
none
none
Many actions in The Rose incur an associated delay.  The need for a delay is critical in creating fair gameplay (after all, what would be the fun if someone had really fast function key macros).  Some examples of actions which incur delays are spellcasting, all types of combat, and dying.  There are two types of delays you will encounter.  The first type is the "attack delay".  Attack delay is the amount of time you must wait until you may attack with a melee or ranged weapon again.  For example, after using a dagger, you must wait five seconds before you may attack again.  Action delay is the amount of time you must wait until you may do anything.  Once your action delay has expired you may move about and do as you wish.  It is important to note though, that the attack delay overrides your action delay which is to say, even if your action delay is now zero, you still may not attack until your attack delay is at zero again.  In summary, you do something, you get a waiting period; the waiting period expires and you're ready to go.
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44
Readying a weapon for melee or ranged combat
equip
arm
none
none
none
arm [weapon name]
none
none
While hand to hand combat can be quite effective if you have studied the martial arts proficiency, it is not very useful to the unskilled.  Therefore, it is suggested that you find yourself some type of weapon early on in the game to aid you in hurting things (monsters, people, yourself...).  Before you may use a weapon in your inventory you must ready it.  To ready a weapon you simply type "arm [weapon name]".  Note that some weapons require two hands to wield which rules out certain shield and weapon combinations.  (See also: disarm)
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45
Ranged combat
ranged
bows
slings
shoot
none
shoot [direction] [target]
none
none
One of the several types of combat within the game is ranged combat.  Ranged combat entails the usage of a weapon which fires a projectile.  Some examples of such a weapon are a longbow, a sling and a blowgun.  Such weapons require a ready supply of ammunition (see also: ammo).  Ranged weapons may only be fired into other rooms and only if there is a clear (which includes well lit) passage to your target.  To fire a ranged weapon you must specify the target and the direction you wish to fire; for example "shoot north Sysop".  Ranged combat (as well as ranged spells) are quite visual and players in rooms which are between you and your target will often see arrows fly by.
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46
Ranged weapon ammunition and projectiles
projectiles
ammunition
ammo
none
none
none
none
none
Most of the ranged weapons which you encounter will require a ready supply of ammunition.  Ammunition comes in many flavors including arrows, sling stones and blow darts which may be purchased at all stores in the realm.  Ammunition is kept track of as a count in your statistics screen and does not show up in your inventory.  Ammunition is limited and not reusable but fairly affordable.
~
47
Elves
elf
elves
none
none
none
none
none
none
Elves are a lithe and intellectual race. Preferring to keep to themselves, elves are often found to habitate secluded and dense forest area. Elves are tall, thin and quite comely often using their innate beauty and grace to gain them a social advantage when they are forced to be around other races. They are of average intellect but found to be quite dexterous and very perceptive, often making good thieves and spies.  Elves generally feel the most at home when in foresty regions of the realms and as such use less movement points when moving through these areas. All elves have the innate ability to sense temperature difference (a talent known as infravision) and thus make excellent guides through the darker, more temperate areas of the realms.
~
48
Dwarves
dwarf
dwarves
none
none
none
none
none
none
The dwarves are a short and stout, hearty  and serious race.  Preferring dark and earthy atmospheres, their dwellings and cities are often found within the mountainous and hilly areas of the realm.  Dwarves are known to have the strongest physical constitution (a trait which gives them a tremendous resistance to poison and disease) of all races but are slightly less dexterous on average.  Because of their strong and aggressive constitution they often find themselves engaged in the intricacies of warfare.  The dwarves find themselves most at home in the mountanous regions of the realms and as such use less movement points when travelling through such regions.  Due to the poorly lit areas that the dwarves inhabit their eyes have evolved to the point where they are able to distinguish temperature difference in their surroundings (a talent known as infravision) making them excellent group leaders.  The slim food pickings of their mountaneous lifestyle causes them to consume food at a decelearted rate.
~
49
Gnomes
gnome
gnomes
none
none
none
none
none
none
The gnomes are generally a very jovial and happy people.  Hailing from all types of climates and terrain the gnomes are most well noted for their above average dexterity and reflexes.  The gnomes find themselves more at home in foresty and mountanous regions and as such use less movement points when travelling through such areas.  Gnomes are weaker, more homely and less perceptive than the average but are often chosen by newer game players for their healthy constitution and well rounded abilities.  Though not the most intelligent race of creatures, the gnomes have developed quite a talent for harnessing the mana of the land.  This talent manifests itself in an increased ability to regenerate; they regenerate mana at 2 per second where the norm for other races is to generate 1 per second.
~
50
Giants
giant
giants
none
none
none
none
none
none
The giants are a peaceful race hailing from the more temperate, foresty regions of southern Corinthia.  Their extreme physical strength and constitution often causes others to fear them outright.  Being a giant sized creature, in a world created for human and demi-human sized creatures, leaves the giant often stumbling about the normal world.  Slightly less perceptive than the rest of the world, they nonetheless make excellent fighters.  Giants begin with more movement points than the rest of the races and are able to gauge a player's current health at will.
~
51
Fairfolk
fairfolk
none
none
none
none
none
none
none
Fairfolk are a slightly arrogant yet fun loving race found in most parts of the realm.  Distant relatives to the leprechauns, the fairfolk are normally not taller then five feet and are accordingly physically weak.  Their boisterous and fun loving lives have left the fairfolk with weaker constitutions and below average worldliness.   Fairfolk have a small set of wings on their back allowing for a limited amount of flight.  In addition this limited flight has caused the fairfolk over time to have a less than average movement point base.  However, because they can fly in a limited fashion movement points are less of an issue because they require less to move on average.  Although quite comely the fairfolk are often viewed as an annoyance and paid little heed.  Despite all, the fairfolk are quite a dexterous people (more dexterous then elves) often partaking of the less desirable professions including thieving and spying.
~
52
Humans
humans
human
none
none
none
none
none
none
Humans are the most abundant race in the realm of Corinthia occupying almost half of the land.  Humans are quite average having neither above nor below average physical or mental attributes.  The humans are quite adaptable and are able to perform well in most fields of endeavor.  Having no extreme advantages or disadvantages makes humans a good choice for those new to the game.
~
53
Warrior walk of life
warrior
warriors
fighter
none
none
none
none
none
The warrior caste is trained from birth to be proficient in all methods of melee, martial, ranged and mounted combat.  The average warrior has a difficult time learning the magical arts such as spellcasting and alchemy.  It is often best to focus the warrior's talents in the areas of offensive, physical combat and defense.  Training in the areas of physical combat has left the warrior caste stronger and healthier then the other walks of life.  At the time of assumption, warriors may choose either paladin or knight.
~
54
Scholarly walk of life
scholars
scholarly
scholar
none
none
none
none
none
The scholarly caste spend much of their time engrossed in the pursuit of knowledge and understanding.  Scholars as a whole disdain most physical and magical combat, preferring to rely on their exceptional intellect and understanding in order to defend themselves.  Despite their contempt for most combat, the scholars find that training in the empty handed martial arts help focus their minds for their studies.  Scholars train themselves early on to survive through their intellect and as such study all the forms of defense.  This intense study of defense manifests itself in an innate armor class and defensive ability while they wear armors of courballi type or lighter.  Scholars, often abhoring the use of actual weapons find themselves acquiring bonuses when using their hands in combat.  Scholars are considered by many players to be the most challenging walk of life to play.  At the time of assumption, scholars may choose either monk or loremaster.
~
55
Gypsy walk of life
gypsy
gypsies
none
none
none
none
none
none
Wandering about the realms are many gypsies.  The gypsies glean a meager living selling small trinkets and services (legal and otherwise) to passing adventurers and occasionally at bizaars within the town and city limits.  The gypsies are a wise and perceptive group of people but not well received.  They are often looked upon as thieves and con-artists because of their extremely fast handed and fly by night nature.  In The Rose - Council of Guardians, gypsies make good thieving characters.  At the time of assumption, gypsies may choose either rogue or scout.
~
56
Priestly walk of life
priests
priest
clerics
acolyte
priestly
none
none
none
Priests and other servants of the higher power find their salvation in the worship of their respective deity.  Quite often, they feel compelled to venture forth and spread the word of their god about the realms so that others may also learn of the salvation which is before them.  Priests in Corinthia are for the most part a wise and benevolent caste and often have a strong command of the Sphere of Life and other healing oriented proficiencies.  Many of these missionaries, in preparation for what lies ahead, train themselves in the rudiments of combat.  Priests require the greatest amount of experience points per level trained.  At the time of assumption, priests may choose either bishop or chirgeon.
~
57
Mages
mages
mage
spellcasters
magic users
none
none
none
none
Mages possess the greatest control over non-benevolent magicks of all other walks of life.  Trained from birth in the manipulation of the force of mana and the energies of the world the only magical skill which they lack is that of the Sphere of Life; an unwritten agreement leaving it to the hands of the holymen (see also: priest).  They are a physically weak caste and their non-magical combat skills are often quite deficient.  Despite their lack of physical prowess, mages spend a good deal of time honing their defensive skills to aid in their survival at lower, less powerful levels.  Despite the immense advantage a mage's usage of shield spells allows (damage reduction), they also spend much of their time learning to defend themselves using only the bare essentials.  Mages gain an innate armor class as they travel through the levels.  Most mages do not last very long in the world of adventure but those who do often rise to become very powerful, respected and wealthy.  At the time of assumption, mages may choose either archmage or necromancer.
~
58
Archtypical (common, jack of all traits)
archtypical
commoner
common
none
none
none
none
none
Truth be known, the majority of adventurers in the realms are archtypical, common, generic people.  Their well roundedness is often a boon in these times when one must be skilled in many things to survive the harshness of  the Rose.  Archtypicals hail from all across the realm, and are as common as farmers, bankers and stablehands.  Archtypical humans are chosen by many players, experienced and beginners alike, who are undecided as to which direction they wish to progress with their player characters. At the time of assumption archtypical
~
59
Mana
mana
manapoints
mana points
spell points
none
none
none
none
Mana is this dimension's embodiment of the magical energies.  Mana energy is derived from the life of all living things around us big and small.  All creatures are able to harness this energy and shape it into a form which we call magical spells.  We are however only able to control a certain amount of mana at any given point in time; determined by our level of experience (experience level), intellect and physical constitution.  Spells each require at the minimum a certain of mana (almost as if mana was the ammunition of spell casting) and several require the introduction of other physical elements known as reagents.  Each time a player casts a spell, the spell's mana requirement is deducted from her overall manapoints on hand (the situation is analogous to having a jug of water that can only contain but so much water).  Players regenerate mana points at a rate proportionate to their intellect.
~
60
Magic
magic
spells
spell
none
none
none
none
none
Magic and spells are actions and reactions which come about from the shaping of mana into different forms.  The realms is home to five types of magic, the first two being The Sphere of Life and The Sphere of Forces, and the other three being hidden and unknown to all but a few who are chosen.  Any and all races and walks of like may learn to cast magical spells although some will be better at it then others.  The maximum spells anyone may learn is 50.  See also: cast
~
61
Social and generic actions
actions
socials
ga
generic
none
actionlist
hug [player/monster]
kiss [player/monster]
The essence of game play in The Rose revolves around social interaction.  Players are able to team up and travel together on their adventures.  Sometimes players wish to express an emotion or perform a social task such as bowing or hugging another player.  For this, the game provides a set of "social" actions, or just "actions".  A few examples of social actions are "hug", "kiss" and "smack".  You may direct one of these actions at a fellow player or monster (though, it is possible the monster will not appreciate it).  To obtain a list of the actions currently in the game, simply type "actionlist" (one word) at any time.  If an action you wish to perform does not exist you may use the "generic action" command to create your own (though it is not saved).  For example, if your name was Warren and  you typed "ga examines Sysop's toes." than all players in the room (excluding yourself) would see "Warren examines Sysop's toes.".
~
62
Melee, martial and empty handed combat
melee
martial
empty
pugilism
attack
attack [target name]
none
none
There are many elements to survival in The Rose.  You must outfit yourself with a defense (see armor) and with a weapon.  While the potential for a good deal of ranged combat is available, the majority of your altercations will take place at arms length which is often referred to as melee combat.  There are two primary types of melee combat which take place.  The first is through the use of a hand weapon such as a sword, or a club or mace and the second is with your hands only.  To use a weapon in melee combat you must first acquire a weapon which you are proficient enough to use (see: arm, for arming a weapon).  The command to attack another player or monster is "attack [target name]".  The amount of damage you do with your attack is dependent on your strength and the inherent damage potential of the weapon you are wielding.  With each attack, whether successful or not, is associated a time delay in which you will not be able to perform any actions or combat.  If you attack without a weapon equipped the game assumes you mean to use your hands.  The strength of your hand to hand combat is governed by your Martial, Weapon skill.  See also: kill (for autocombat)
A smart person learns when they are outmatched by another.
~
63
Newbies and the uninitiated
newbie
beginners
newbies
none
none
none
none
none
Welcome friend to the Realms of Corinthia!  The Rose - Council of Guardians is a fantasy role playing game which takes place on the island of Corinthia (nicknamed The Rose, for it's beauty and danger).  In a fantasy role-playing game such as this, we assume an alternate persona who is at our disposal to travel the land in search of adventure.  Some of the alternate persona's may be familiar to you and others may be new.  Here you may indulge yourself and become a magical mage, strong warrior or one of many other walks of life.  In our fantasy world, more than just humans exist.  The world is over run with elves, gnomes, giants, fairfolk (rather like leprechauns) and the like.  From your computer, you take control over the destiny of your alternate persona by issuing her commands from your keyboard such as "north" (which means, walk north) and "cast shock" (which means cast the magic spell named "shock").  Aside from text based combat, there is also a good variety of intellectual puzzle solving to be accomplished in this game.  For a more complete over view of the game, you may query the help topics "welcome1", "welcome2" and "welcome3".  Enjoy your stay!
~
64
Alphabetical list of commands
alpha1
alpha2
apha3
commands
none
none
none
none
actionlist, app, appoint, appraise, arm, astral, attack, attinfo, b, bash, brief, buy, c, cast, checkbook, close, combat, d, decline, deposit, direct, disarm, disengage, disband, disc, discard, down, dr, drink, drop, e, east, eat, engage, ep, equip, exit, exp, expel, experience, follow, g, get, gossip, gr, greet, group, halt, help, ?, hide, highs, hint, horde, hunt,  I, inquire, inv, invite, j, join, kill, learn, leave, light, list, lock, look, myarmor, n, ne, north, northeast, northwest, nw, open, order, pick, pl, player, promote, prompt, pur, purchase, remove, request, reroll, reveal, ring, s, scan, se, sell, settings, sh, shoot, showprofs, skills, snuff, south, southeast, southwest, spells, st, stat, stop, suicide, sw, tame, train, turn, u, unequip, unlock, up, verbose, w, wear, west, whisper, who, withdraw, x, xp
~
65
Proficiency slots and skills
proficiency
skill
skills
proficiencies
none
skills
showprofs
none
Each player has a minimal set of skills and proficiencies which they are granted at the onset of gameplay.  These skills and proficiencies will govern such things as how effective you are in combat and as a spellcaster, as well as what types of armor and weapons you may employ.  In general, if an action is of any real importance, there will be a skill or proficiency governing it's success, failure and effectiveness.  Each proficiency's effectiveness is further governed by it's prime requisite.  The prime requisite is the bodily or mental attribute (strength, intellect etc etc) which is involved with the usage of the proficiency.  For example, the skill of Melee Weaponry has a prime requisite of Strength.  You may check your current skill levels by typing "skills" or "showprofs" at any time.  This list of skill levels has two parts.  The first part is the raw and unadjusted statistic.  The second part is a measure of your level of proficiency in that skill as it is adjusted by it's prime requisite.  The higher your prime requisite is for that proficiency, the higher your adjusted (and thus overall) will be. The adjustment is performed on a percentage basis.   Different skills are trained in different areas about the realms.  See also: train and inquire.
~
66
Bodily and mental attributes
attributes
stats
statistics
attribute
stat2
st
stats
none
Each player has eight bodily and mental attributes.  They are strength (see: strength), dexterity (see: dexterity), constitution (see: constitution), wisdom (see: wisdom), intelligence (see: intelligence), perception (see: perception), charisma (see: charisma) and comeliness (see: comeliness).  Each of these attributes is assigned a value which represents your overall level in that area.  The average being approximately 21 - 50, the higher of course the better.  For a detailed description of each attribute, you may wish to enter "help [attribute]".  Bodily attributes may be enhanced through the usage of attribute training centers.  For more information you may wish to enter "help [enhance]".  You may see all the current effects on your body by using the command stat2.  Stat2 will indicate all of your boosted and drained stats as well as whether or not you are poisoned or diseased (remember, you may be diseased or poisoned more than once because more than one type of poison exists.)
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67
The bodily attribute of strength
strength
str
physique
none
none
none
none
none
The bodily attribute of strength is a measure of your overall muscular strength.  Strength will affect your ability to carry large quantities of items as well as which weapons you will be able to yield.  Strength also effects how much damage you cause when you strike someone with a physical based (as opposed to magical based) attack.  Strength is essential for any player who would focus his character around melee combat.
~
68
Agility and manual dexterity
agility
dexterity
none
none
none
none
none
none
The bodily attribute of dexterity is a measure of your overall nimbleness.  Those with higher  then average dexterity's will find themselves dodging more physical attacks and striking harder in the martial arts.  Dexterity also affects how effective you are at thieving.  This attribute is essential for any player who wishes to dodge more and who wishes to focus on empty handed combat as a source of attack.  It also helps to be nimble if you wish to engage in a thieving oriented profession. In addition, players with higher levels of constitution and dexterity will find that their attack rounds are faster (hint: increase constitution and dexterity to improve your attack and action timers).

~
69
Constitution and bodily health
constitution
endurance
none
none
none
none
none
none
The bodily attribute of constitution is a measure of your overall health and endurance to physical punishment.  Constitution has a direct effect on your maximum level of hitpoints as well as at how fast your body heals on it's own.  Those wishing to wear the best grades of armor may wish to focus on improving their bodily health and constitution.  In addition, players with higher levels of constitution and dexterity will find that their attack rounds are faster (hint: increase constitution and dexterity to improve your attack and action timers).
~
70
Wisdom, knowledge and common sense
wisdom
knowledge
none
none
none
none
none
none
The mental attribute of wisdom is an overall measure of your worldliness and ability to make rational, common sense decisions.  Wisdom, much like the mental attribute of intelligence works closely with the magical arts and is said to affect the level of proficiency in several of them.
~
71
Intelligence, intellect and mental prowess
intellect
intelligence
none
none
none
none
none
none
The mental attribute of intelligence is an overall measure of your book learned knowledge and intellect.  Book learned intellect is to be differentiated from knowledge and wisdom which is a measure of worldliness and common sense.  The attribute of intelligence (or sometimes called intellect) much like the attribute of wisdom plays a key roll in your ability to effectively perform magic spell castings.  Intelligence is also critical to the ability to learn the different lore of the lands (such as vitonecrology).
~
72
Perception and understanding
perception
none
none
none
none
none
none
none
The mental attribute of  perception is an overall measure of how well you are able to translate and understand those things which you see in everyday life.  Players with higher then average perception ratings will make more efficient thieves and archers.
~
73
Charisma and such...
charisma
none
none
none
none
none
none
none
The outward attribute of charisma is a general measure of your charm and social graces.  Charisma is also a measure of how well people react to your actions and presence.  Charisma is to be differentiated from the attribute of comeliness in that comeliness is a measure of physical beauty.  Those with higher charisma's find that the items and services which they purchase are proportionately cheaper.
~
74
Comeliness and physical beauty
beauty
comeliness
none
none
none
none
none
none
The attribute of comeliness is a measure of your raw physical beauty.  Those who are quite comely are said to be quite physically beautiful and those who are quite homely are said to be quite physically unattractive.  Life being what it is, the beautiful always seem to have some sort of advantage over the unattractive.
~
75
Temples, healing and rebirth
temple
healing
heal
rebirth
none
none
none
none
Scattered throughout the realms in abundance are many temples.  Each temple is dedicated to a specific god or goddess.  At temples you may purchase magical healing (see also: request) of many different types including the purging of poisons and diseases.  In addition, temples serve as a middle ground between the heavens and the realms and as such your characters rebirth (after dying) will occur at a temple.
~
76
Requesting magical castings
request
none
none
none
none
request [spell nickname] [caster's name]
greet [caster's name]
none
Scattered about the realms are many monsters, or npcs, who will cast magical spells on you for a fee.  For the most part, these magical spells revolve around the healing process.  For example, in a temple you may find a priestess who, for a small fee, will cast a mini-heal spell on you.  To find out which spells a monster has available for a casting simply type "greet [monster]".
~
77
Training centers and the advancement of proficiencies
train
inquire
development
none
none
inquire
train
none
Scattered about the realms are many proficiency training centers.  Each center specializes in training one particular proficiency or skill (see also: skills).  While in a proficiency training center, to find out which skill is trained there simply type "inquire".  The inquire command will tell you how many development points you must spend to boost your proficiency level by one point.  Training requires money and development points.  To increase a particular proficiency you will have to spend a certain amount of development points.  For example, for a warrior to increase his melee weaponry proficiency by one point requires him to spend 3 development points.  Each of those development points he spends will cost a certain amount of silvers.  The cost to raise a particular skill one point is a function of your walk of life and your current level in that proficiency.  The higher you are in a skill, the harder it is to progress in that skill.
~
78
Welcome screen 1
welcome1
none
none
none
none
none
none
none
	 Welcome to the realms of Corinthia!  After many, many years of strife the six races have settled their differences and now enjoy a time of great prosperity and happiness.  To insure the continued peace and stability of the realms, it has come to pass that a Council of Guardians shall watch over the land, protecting it and ensuring it's continued prosperity and growth.  Your goal as a young adventurer is to prove yourself worthy of membership in the Council.
	 The game you are about to playa is medieval fantasy role playing in the tradition of such paper and dice oriented role playing games such as Advanced Dungeons and Dragons (TM) and White Wolf (TM).  In these games, the output of events and actions which you perform is governed through the roll of the dice.  The Rose - Council of Guardians works much in the same manner except the calculations are computer based.  You create a character based on what you feel will help you survive and prosper in this magical and dangerous realm.  Each character has varying levels of proficiency in different areas of life.
~
79
Welcome screen 2
welcome2
none
none
none
none
none
none
none
	 Some players are stronger fighters, while others are more intelligent.  While your character develops experience you are given the chance to increase your level of proficiency in many different arts, thus shaping your alter-ego to your will.
	 In Corinthia there exist six races: the elves, the humans, the dwarves, the fairfolk (much akin to Leprechauns), the giants and the gnomes.  Each race has varying levels of physical and mental quality.  For example, while the giants are quite stronger than the gnomes, the gnomes  are much more dexterous than  the giants.  There are six walks of life (professions) that your character may hail from: warrior, scholar, gypsy, priest, mage and archtypical.  Each of these walks of life has it's strengths and weaknesses.  For example, the mage may cast spells from the sphere of force more aptly then they will wield a longsword in combat.   Unlike many role playing systems, where your character class or walk of life forces you to use only certain abilities (for example, warriors may only engage in combat  and may not cast spells),
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80
Welcome screen 3
welcome3
none
none
none
none
none
none
none
The Rose - Council of Guardians allows you to train any proficiency you wish to train.  There is, of course, a catch.  Certain walks of life will learn certain proficiencies faster and more economically than others.  For example, the warrior will learn the "melee weaponry" proficiency faster and more economically than he will learn the "Sphere of Life" proficiency.  Improving your proficiencies is essential to survival and gameplay.  To train a proficiency you will spend some "development" points but first must find the proper place to learn. (End of welcome)
~
81
Melee weaponry skill/proficiency
melee weaponry
weapon proficiency
melee
none
none
none
none
none
The melee weaponry proficiency governs your ability and effectiveness while using melee combat weapons of all types.  As the student of the melee weaponry skill becomes more proficient they will find themselves able to employ stronger and more effective weapons.  This skill is essential to the warrior caste and is often the first skill which is trained to maximum capacity by them.  All other walks of life will find this skill expensive to progress in.
~
82
Empty hand combat skill/proficiency
empty hand combat
empty hand
karate
martial arts
none
none
none
none
The empty handed combat proficiency governs your ability and effectiveness in empty handed (using no weapon sans your fists), melee combat. This skill is often trained by those who wish to free themselves of cumbersome melee weapons.  It is important to note that this skill is greatly reduced if the martial artist is wearing any armor more restricting than studded leather armor.
~
83
Bowman skill/proficiency
bowman
archery
archer
none
none
none
none
none
The bowman proficiency governs your ability and effectiveness with strung ranged weapons such as bows and slings.  As the student of the bowman proficiency becomes more proficient they will find themselves able to employ ranged weapons which will strike harder and travel farther then those previously armed.  Also, bowman has a direct affect on your ability to use over handed thrown weapons such as throwing knives and axes.
~
84
Armor usage skill/proficiency
armor usage
armor
none
none
none
none
none
none
The armor usage proficiency governs your ability to effectively wear different types of armor and bodily protection (such as a shield).  As the student of the armor usage proficiency becomes more proficient they will find themselves able to use more powerful and more protective forms of body armor and shields.  It is important to note that although you may be proficient enough to use a certain type of armor, your walk of life may restrict it's usage.  Also, the distinction must be understood that armor aids in the absorbing of damage, not in the evasion of it.  The evasion of damage is governed in part by your defensive dodge skill.
~
85
Defensive dodge skill/proficiency
defensive dodge
dodge
none
none
none
none
none
none
The defensive dodge proficiency aids the combatant in the evasion of attacks upon her person.  As the student of the defensive dodge skill becomes more proficient they will find themselves able to successfully dodge more melee and ranged attacks than before.  The distinction must be understood that dodge aids in the evasion of the attack, not in the absorption of the damage.  The absorption of the damage is governed in part by what type of armor you are wearing.
~
86
Magical defense skill/proficiency
magical defense
magic defense
magic resistance
none
none
none
none
none
The magical defense proficiency aids the player in the resistance of malign magicks cast upon her.  As the student of the magical defense skill becomes more proficient they will find themselves more resistant to harmful magicks.  An extremely difficult and costly proficiency to improve, lairs where one may improve their magical defense are often few and far between.
~
87
Sphere of Life magicks skill/proficiency
sphere of life
life
none
none
none
none
none
none
The sphere of life magicks proficiency governs your ability and effectiveness when attempting to learn and employ magical spells from the sphere of life magicks.  The sphere of life magicks focuses on spells which affect the general health and livelihood of the physical body.  The priestly caste is known to devote much time to the ways of life magic.
~
88
Sphere of Force magicks skill/proficiency
sphere of force
sphere of forces
force
forces
none
none
none
none
The sphere of forces magicks proficiency governs your ability and effectiveness when attempting to learn and employ magical spells from the sphere of force magicks.  The sphere of force magicks focuses on the manipulation of energy to cause harm to others or to protect oneself.  Those coming from the mage walk of life are known to devote much time to the ways of forces magic.
~
89
Sphere of Body magicks skill/proficiency
sphere of body
none
none
none
none
none
none
none
Little is known about the sphere of body magic as it is often only spoken of in secret and in close company.  It is said that those who command this sphere of magic are able to alter a creatures very attributes!
~
90
Sphere of Alchemy magicks skill/proficiency
sphere of alchemy
alchemy
none
none
none
none
none
none
Very little is known about the sphere of alchemy magicks.  As hard as people try to acquire information concerning it, the most they are able to learn reliably is that it is a well guarded talent.
~
91
Herpitology skill/proficiency
herpitology
dragon
none
none
none
none
none
none
Herpitology is the intellectual study of dragons.  Much has been learned (often through painful measures!) about the nature and habits of the dragons which one will encounter in the realms.  The first fact often noted by well learned herpitologists is that it is extremely rare that people survive an encounter with any species of dragon.  Dragons are often found in secluded areas as they prefer to disassociate themselves with the rest of the realm due to an intense loathing of the "lesser" species.  Herpitology is a favored subject of many of the realm's scholarly caste.  Players with high herpitology proficiencies will find themselves much better equipped to combat and defend against dragonkind.
~
92
Prompt and stat line information
prompt
statline
none
none
none
prompt on
prompt off
prompt [1-5] [on/off]
The prompt provides you with details of your location and a short synopsis of your character's condition.  There are two types of prompting systems available in The Rose.  The first is called AUTO prompting.  With autoprompting, your statline (which holds your hitpoints, manapoints etc) will automagically update itself everytime there is new data to display.  Avid players of MajorMUD may find this the most comfortable.  The second is called NON-AUTO prompting.  With non-auto prompting, you must hit the enter key to redisplay your prompt if you wish to see updated information. Avid players of Tele-Arena and Swords of Chaos may find this the most comfortable. You may switch between either prompt system by using the "set prompt ON/OFF" command.  
~
94
Vitonecrology skill/proficiency
vitonecrology
undead
none
none
none
none
none
none
Vitonecrology is the intellectual study of the force which drives beings to exist subsequent to their natural death.  Vitonecros, sometimes referred to as "the undead", are departed creatures animated to mimic the actions and thoughts of living creatures.  The undead, are often brought back to life through the magicks of evil priests or magic users typically to serve the ends of these same people.  Undead are among the most feared creatures in the realms for often they are extremely hard to destroy and can be immune to many forms of magic and normal weaponry.  The priestly caste study the science of vitonecrology in hopes of finding new and more powerful ways of dispatching the undead.  Because of it's supernatural and intriguing nature, vitonecrology is often a well sought after subject by scholars.  Players with high vitonecrology proficiencies will find that they strike more often and do more damage to the undead and in addition will find that they defend better against the undead.
~
95
Enhancing your bodily and mental attributes
enhance
enhancing
attribute training center
none
none
enhance [points to spend]
attinfo
none
Each time you promote to the next level of experience, you will be granted a certain amount of points which you may use towards improving your bodily and mental attributes (see: attributes).
You may enhance these skills at attribute training centers which are scattered about the realm.  To acquire information about a particular attribute training center, simply type "attinfo".  The command to train a particular attribute is "enhance".  To enhance an attribute simply type "enhance" followed by the number of attribute points you wish to spend.
~
96
Natural healing skill/proficiency
healing
natural healing
none
none
none
none
none
none
Natural healing is the scientific study of the way one's lifestyle, exercise and eating habits affect our ability to regenerate damage done to the body.  Players well versed in the field of natural healing will find that their hitpoints regenerate at an accelerated rate due to their healthier and more benign lifestyle.
~
97
Move silently, hide skill/proficiency
stealth
move silently
hide in shadows
none
none
none
none
none
none
The art of stealth and silent movement is one of the main focuses of the art of thievery.  The ability to move about virtual undetected provides an enormous strategic combat to those who would take advantage of it.  In addition, stealth provides a heavy influence in your ability to perform sneak attacks (known as
backstabs).  Players with a high proficiency in stealth and silent movement will find that their backstabs are more efficient.  As this proficiency is normally associated with the thieves of the realms, there are very few places which train it and are often extremely difficult to find.
~
99
Backstabbing skill/proficiency
backstabbing
surprise attack
backstab
strike
none
backstab [target]
strike [target]
none
Backstabbing is a melee combat technique where the attacker uses surprise to gain an advantage over the victim.  There is no specific command for backstab.  To backstab, you must simply be hidden (or beyond the perception of) another and attack them.  Backstabbing requires a light one handed weapon and also requires that the attacker be hidden from sight before attempting the maneuver.  Successful backstabs will do extra damage based on the weapon armed.  This proficiency is considered by many to be of a cowardly nature and is often associated with the thieving element; as such there are very few places available to learn this skill.
~
100
Lockpicking skill/proficiency
lockpicking

picklocks
pick
none
none
none
none
none
The art of lockpicking deals with the ability to open locks, without keys, using a set of flat, metallic tools known as lock picks.  Although locksmithing is generally a respected profession, the general populace are unusually weary of anyone carrying lockpicks that they do not know.  This societal taboo on lockpicking has forced most lockpicking training centers into reclusion.  Players with a high proficiency in lock picking will find themselves more successful when attempting to pick locks on a regular basis.  To pick the lock on a door you must specify the direction of the door along with the keyword "pick".  For example, "pick north" will attempt to pick the lock on the door to the north.
~
101
Traps skill/proficiency
traps
trap
none
none
none
trap disarm [direction]
trap arm [direction]
none
	Scattered about the realms are many pitfalls and dangerous booby traps attached to rooms, created to trigger when you enter them.  Traps will cause effects ranging from damage and poison, to paralyzation and disease.  After a trap is triggered, it has an associated reload time where the trap is inactive.  For example, a certain trap has a reload time of 300 seconds.  For example,  to avoid everyone being hurt, a group might send a warrior into the room to set the trap off and then the rest of the group will run through without being harmed because the trap is reloading.
       The art of traps is one taught exclusively by the thieves guilds of the realms.  This is the ability to avoid, arm and disarm traps.  Players with high levels of proficiency in the trapping skill will find that they are able to disarm and avoid more traps than most.  Because this proficiency is highly related to thieving, the centers to teach you this skill have been pushed into reclusion.  To use the trap disarming skill you must be one room away from the area which you feel has a trap in it.  The command to disarm a trap must be issued with a direction.  For example, "trap disarm north" will attempt to disarm a trap in the room to the north.  The disarm trap sequence moves you into the room as you attempt to disarm the trap so the usual movement factors still apply.  If you are successful, the trap will be permanently disarmed.  If unsuccessful you will set the trap off (oh well :/).  You may also attempt to re-arm a trap (if you should so desire) using the same syntax substituting the word "arm" for "disarm".  Of course, an unsuccessful arming attempt may set the trap off.
~
102
Shops, stores, buying selling and appraising
shop
list
buy
sell
appraise
buy [item name]
sell [item name]
appraise [item name]
The purchase of equipment, armor and weaponry is essential for your survival.  Many shops exist within the realms to provide you with such necessities.  Each store has it's own unique selection of items that it sells at a price which is affected overall by your charisma and the store's general disposition and markup.  To inquire as to what is for sale simply use the "list" command.  If you wish to purchase an item you may use the command "buy [item name]".  Shopkeepers will also purchase your excess items, for roughly 25 percent of retail, provided that it is an item they normally stock.  To find out the approximate buy back value on an item use the "appraise" command; i.e. appraise short sword.  All returns are final.
~
103
Quests, questing and puzzle solving
quest
questing
puzzle solving
quests
none
quests
quest
none
In order to pass certain stages of promotion you must have accumulated a certain amount of quest points.  Quest points are given for the successful completion of task and or activities within the realms.  Each player begins with zero quest points and is expected to accumulate a certain amount of them before promoting past certain levels.  To finish a quest you must complete a certain set of tasks which may include using unlisted commands.  For example, if one of your quests is to free prisoners, you will need to find the room with the prisoners and type "free prisoners".  Sometimes you will need to have a certain item in order to accomplish a quest (in the case of the prisoners you may need the key to their shackles).  Right now, the Council requires that quest point requirements be satisfied to promote past levels 5, 10 and 15.  To find out what quests are available and for hints it is best to explore the Quest corridors under the guild in Imperial City.  To check which quests you have already completed, simply issue the "Quest" command.
~
104
Casting spells
cast
spells
none
none
none
cast [spellname] [target]
cast [spellname] [direction] at [target]
cast [spellname] [anchor ...]
Casting spells is, for many, an integral part of game play.  Spells do such things as create light, hurt others and boost bodily attributes.  In order to cast a spell you must have the spell in your grimiore (see also: learn) and you must have enough mana points (the fuel for spells, see also: mana).    To see what spells are available for casting, use the "spells" command.  You will notice that all spells have a nickname and a long name.  Casting a spell requires that you speak the spell's nickname and in many cases specify a target for the spell.  For example, "cast minheal warren" will cast a minheal spell on Warren.  You must specify the target even if it is yourself (for example, healing yourself).  Some spells can be cast across multiple rooms (much like a short bow might be employed).  To cast such a spell you would say "cast [spell nickname] [direction] at [target]".  The "at" is a necessary part of the casting syntax and very important.  Spells which create general effects (often called area effect) require no target, for example "cast lightning".
~
105
Combat
combat
none
none
none
none
none
none
none
Combat, melee or otherwise, is an essential element of game play.  While it is possible to gain experience through the successful completion of quests and other tasks, the majority of your "experience" will be gained through actual physical altercations with other beings (monsters or npc's for the most part).  Combat may be waged in several manners.  You may engage in melee combat with a weapon (see also: arm and attack), you may cast an offensive spell (see also: cast) at another monster or player or you may engage in ranged combat (which requires you to be several rooms away; see also: ranged).
A quick start to bashing brains is as such: arm [weapon in your inventory] and attack [target].  After you attack you will be given a slight delay before you may attack or move again.  After this delay is up, if you wish to continue waging combat on your target you must enter attack [target] again.
~
106
Discarding an item
discard
disc
none
none
none
discard [item]
none
none
Should you ever wish to rid yourself of an item forever, you may use the discard command.  Calling the discard command on an item will remove it from the game entirely, never to be seen again.  Therefore, caution should be used when using this command.  Also note that you will not be able to discard weapons that are armed or items that are equipped upon the body (armor, shields, necklaces, bracelet etc.).
~
107
Arenas of combat
arena
ring
ring gong
arenas
none
ring gong
none
none
Scattered about the realms there exist Arenas of Combat where would be adventurers go to hone their magical and non-magical combat skills.  Imperial City is home to three such arenas of combat, the first being a small training arena inside the guild which is located a few steps southwest inside Imperial Square.  To summon an opponent to the arena you must ring the great gong (tele-arena style, yep).  To ring the great gong use the command "ring gong".  Imperial City's other arenas, Torith and TenTen, TenTen being the most difficult, are listed on the city map.
~
108
Potions
potion
potions
quaff
none
none
quaff [potion name]
none
none
Potions are small bottles of magical liquid which when quaffed (drank quickly) will cause certain affects to your person.  Some potions will heal, while others will boost a bodily attribute.  We maintain a distinction between DRINKING and QUAFFING in this game to insure that you do not accidentily drink a potion when you meant to drink a water source (since water is very important in this game).  Some potions have multiple uses but the majority of potions are only good for usage.  Empty potion bottles may be
sold back to a shop at a very low price.
109
Invoking items
invoke
invoking
use
none
invoke [item]
use [item]
none
While most items that you will encounter are mundane and have no special abilities (above and beyond their normal usage, for example, armor's protective rating) occasionally you will find an item that has magical abilities embued into it.  Such items are said to be "invokeable".  Invokeing an item calls forth the magical ability of the item.  Such abilities range from teleportation, to mana generation to healing to curing poison.  Such items have only a limited amount of usages but rumor has it that they can be "recharged".
Once an item's charges are gone, the item becomes worthless.
~
110
Turning the undead!
turn
turning
turn the undead
none
none
turn [monster]
none
none
All players have the ability to call upon the power of their respective deity to aid them in combat with creatures which are undead (see also: undead).  For most, the ability to turn the undead is directly rated to their proficiency in the skill of Vitonecrology.  However, the priestly caste, due to the nature of their disposition and walk of life find themselves turning the undead the more often than other non priests.  The act of turning the undead is as such:  the player presents his holy symbol (this is done automatically) and if they are successful, the undead monster they turn will get extra attack and action delays added to them.  If a player is exceptionally successful the target may just die instantly (hint, high level priest, hint).
~
111
Researching topics at the library
library
study hall
research
none
none
research [spell nickname]
none
none
If you wish to obtain information about the usage of a certain spell you may research that spell at the Imperial Study hall located in the southeastern quadrant of town square.  In order to research a spell you must know it's nickname.  To read up on a spell simply use the command "research", for example, "research light".
~
112
Hiding and sneaking...
hide
unhide
reveal
sneak
backstab
hide
unhide
reveal
All players who have some appreciable level of proficiency in the "move silently, hiding" proficiency will be able to hide themselves from view and sneak about.  To hide yourself simply issue the "hide" command.  If you fail, you will be told that you "...failed miserably".  If you succeed you will be informed of your activities ("You find a dark corner and hide") and placed into hiding.  Your effectiveness at hiding yourself is entirely dependent on your level of skill in the "move silently, hiding" proficiency.  Once hidden you will not know exactly HOW WELL you are hidden and the only indication of your level of hiding will be whether or not someone says "Hey, look it's Warren!" or if a monster attacks you.  In order to perceive someone who is hidden a player must have a certain level of perception.  All movements while hidden are considered "sneaking" and will cost TWICE the amount of normal movement points.  If you attempt an attack on a creature who is not able to "perceive" you, it will be considered a "backstab" or a "surprise attack".  Such attacks succeed more often than normal attacks and cause additional damage.  Players with higher backstabbing skill will find that their attempts at ambushing their target are more often successful.
~
113
Pardoning a player's criminal activities
pardon
syspardon
none
none
none
syspardon [player]
none
none
Users with the correct key may use the "pardon" command to pardon other players (or themselves) of their criminal activities.  This is a reserved command and defaults to Sysop key unless otherwise configured.
~
114
Criminal activities and paying fines
criminal
pay
fine
none
none
pay fine
greet [deputy]
none
The realms of Corinthia are considered by most to be quite dangerous yet reasonably well patrolled and relatively lawful.  The law dictates that there will be ABSOLUTELY no aggressive combat within the city limits except inside of the arenas.  Any player caught (and you always are it seems) engaging in malicious combat or spell casting will be flagged a criminal.  Criminals will not be allowed to use any shops, or training centers within the city limits (or anywhere for that matter) until they have waited out the criminal timer or they have paid the fines incurred by such conduct.  To pay your fine and get on with your (non-criminal) life you must go to a sheriff's office or deputy's station and pay up.  Greeting the deputy on duty will tell you how much of a fine you owe.  The one catch to paying off your fine is getting to the sheriff's office without being spotted by the town guards, patrolmen or the dreaded Enforcers.
~
115
Greeting non-player characters (monsters and townsfolk)
greet
none
none
none
none
greet [non-player name]
none
none
You may interact with the realms denizens as you see fit.  To possibly glean information from a denizen of the realm simply use the "greet" command.  Some npc's will offer information (sometimes you must greet them several times to see what they know) while others will offer up spell casting (or other types) of services.  The majority of the realms creatures will merely exchange pleasantries with you.
~
116
Robbing people of their money
rob
steal
none
none
none
rob [player]
none
none
If you are so inclined you may attempt to filch the coin purse of another player.  Your ability to rob someone is directly attuned to your thieving acquisition skills.  If you are successful you will acquire anywhere from one to one fifth of a persons gold purse and or one to one fifth of their silver purse.  If you are unsuccessful, the victim will be notified of your attempt and if you are within Imperial City limits (or other such regulated environment) you will be branded a thief.
~
117
Giving things to others...
give
giving
none
none
none
give [player] [item name]
give [player] [amount] [gold/silver]
none
If  you are so inclined you may give away items from your inventory, gold pieces or silvers to other players.  Players may not give anything away until they have achieved level 8; this is to prevent people from hoarding items or moneys.  Giving an item away is as simple as "give warren leather".  However, giving silvers or gold pieces to someone is slightly more complex as you must specify gold or silver (or 'g' or 's') and an amount; for example, "give warren 20 silver".
~
118
Hunting skill/proficiency
hunt
hunting
none
none
none
hunt
none
none
To survive, you must occasionally partake of food and drink.  Those who are hungry or thirsty will find that they do not regenerate hitpoints or mana points and  more importantly lose them at a constant rate (such is  starvation and thirst).  You may, every cycle (roughly 300 real seconds), attempt to hunt for food thus filling your belly.  If you are grouped, the bounty (or lack thereof) will be split evenly amongst the members of your group which are in your room at the time of the hunt.  Players with a higher hunting skill/proficiency level will find that there hunts are more bountiful than their less trained associates.
~
119
Killing someone (auto-combat)
kill
disengage
stop
none
none
kill [target]
stop
none
There are two methods of melee attacking in The Rose.  The first is through the usage of the "attack" keyword which is a simple, round based attack sequence whereby at the end of your attack delay (which is the direct result of attacking) you must issue the attack command again to continue combat.  The second method is the autocombat method whereby you issue the command "kill [target]" and the computer will continue to attack for you until you either move out of the room, you issue the "stop" command, the monster dies (or moves) or you die.  You may issue the stop command at anytime in your combat if you wish to stop the autocombat sequence.  Note: autocombat rounds will take a second or two longer than normal combat rounds.
~
120
Armor class and  absorption rating
armor class
ac
absorption
rating
soak
none
none
none
Two factors contribute to your overall defense.  The first factor is your armor class.  Armor class is a relative rating of how difficult it is for an opponent to make contact upon you with his weapon.  The second factor is your absorption rating (sometimes referred to as your ability to soak damage). Absorption rating denotes how well your protective devices (including shields, armor and spells) absorb the damage that is done to you.  For example, a piece of displacer armor may have a very high armor class rating (making it difficult to hit you) but may have a low "soak rating" thus absorbing a small amount of the damage that is done to you.  Obviously, soak does not come into play if an opponent is unable to hit you with his offense.  See also: armor class.
~
121
Hitpoints and physical endurance
hitpoints
hit points
hp
health points
none
none
none
none
In The Rose, we judge a players relative ability to withstand physical damage by quantifying it into a number which is commonly called hit points.  Players begin with a nominal amount of hitpoints leaving them reasonably vulnerable to most of the dangers of the world.  As a player advances through the ranks they are granted additional hitpoints to reflect their increased ability to withstand bodily damage.
~
122
Your current hitpoints, manapoints, movement and timers...
hits
none
none
none
none
hits
none
none
Typing "hits" will reveal your current levels of hitpoints, manapoints, movement points, your attack timer and your action timer.
~
123
Infravision
Infravision
none
none
none
none
none
none
none
Infravision is an innate ability found primarily in dwarves and elves allowing them to sense heat gradation (rather like thermal optics in the eyes) in the areas directly surrounding them.  Players with infravision will be able to see all living creatures in their vicinity regardless of light levels present.  In addition, due to the cooler air surrounding room exits, players with infravision will be able to see all exits regardless of light levels.
~
124
Encumbrance, how much you can carry
Encumbrance
Encumbered
none
none
none
none
none
none
A player's maximum encumbrance rating is a measure of how much weight a player may carry (in troys) before she is considered to be "encumbered".  Penalties exist for being "encumbered" including incremental loss of defense during combat, incremental loss of attack capability and increased movement point usage.
~
125
Families, houses
family
house
none
none
none
none
none
none
Player's with the same last name are considered to be of the same house or family.  Currently, affiliation is the only use of lineage.  The power rating of a family is a function of the number of members in the family, their levels and experience points.
~
126
Astrogation
astrogation
astrogate
astrogrator
none
none
none
none
none
Astrogation is the usage of "astrogator" tools (such as a compass and astro-sextant) to determine your relative location upon the isle of New Corinthia.  To astrogate you must "invoke" or "use" an astrogator tool.  Various astrogator tools are scattered about the realms, each of them having varying degrees of reliability.  When attempting to discern your relative location via astrogation you will meet with two results.  Both results will reveal your location accurately, however some attempts will take longer and will leave you with longer action timers then more successful attempts.  The more reliable an item is the less often you will find yourself stuck with a long action delay.
~
127
Praying for help
pray
prayer
none
none
none
pray
none
none
Sometimes, the only solution to your problems may be of a pious nature.  If you are hurt badly, you can always try praying.  The goddess often takes pity upon pious low level adventurers by restoring their health and vigor.  Priests and the more charismatic will find that their prayers are heard more often then other walks of life.
~
128
Personal settings
set
set attack
set receive
settings
none
set [attack] [on/off]
set [receive] [on/off]
settings
Each player character has certain settings which may be toggled to the ON or to the OFF position.  Currently, those two settings are "attack warning" and "item reception".  Those players wishing to avoid accidentally striking non-aggressive npcs such as shopkeepers and guards and those players wishing to avoiding accidentally striking other players may set their attack warning to on: set attack on.  Those players which do not wish to receive items from other players may set their item reception to off: set reception off.  With attack warnings engaged (set to "on") you will be stopped from attacking any players or benign monsters.  With item reception in the "off" players attempting to give you items will be intercepted with a message stating that you are not receiving items at this moment.
~
129
Sneaky monsters
sneaky
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is sneaky.  Currently, being sneaky has no bearing (good, bad or otherwise) upon the quality (or lack there of) of the monster.
~
130
Stealthy monsters
stealthy
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is stealthy.  Currently, being stealthy has no bearing (good, bad or otherwise) upon the quality (or lack there of) of the monster.
~
131
Smelly monsters
smelly
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is smelly.  Currently, being smelly has no bearing (good, bad or otherwise) upon the quality (or lack there of) of the monster.
~
132
Comely monsters
comely
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is comely.  Currently, being comely has no bearing (good, bad or otherwise) upon the quality (or lack there of) of the monster.
~
133
Ugly monsters
ugly
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is comely.  Currently, being ugly has no bearing (good, bad or otherwise) upon the quality (or lack there of) of the monster.
~
134
Homely monsters
homely
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is homely.  Currently,
being homely has no bearing (good, bad or otherwise) upon the quality (or lack there of) of the monster.
~
135
Repulsive monsters
repulsive
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is repulsive.  Currently, being repulsive has no bearing (good, bad or otherwise) upon the quality (or lack there of) of the monster.
~
136
Creepy monsters
creepy
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is repulsive.  Currently, being creepy has no bearing (good, bad or otherwise) upon the quality (or lack there of) of the monster.
~
137
Frustrated monsters
frustrated
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is frustrated.  Frustrated monsters in general hit more often, have larger amounts of hitpoints and are difficult to hit.
~
138
Powerful monsters
powerful
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is powerful.  Powerful monsters are among the most feared and respected in the realm as they are generally the more difficult of their genus to defeat.  The powerful monster has twice as many hitpoints as his average counterpart, is heavily defended and strikes for larger amounts of damage.
~
139
Swift monsters
swift
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is swift.  Swift monsters are notorious for quicker than average attack speeds and as such are often slightly harder to hit than normal.
~
140
Strong monsters
strong
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is strong.  Strong monsters are only a step below powerful monsters and as such they hit harder and are healthier than their average cousins.
~
141
Weak monsters
weak
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is weak.  Weak monsters are often a welcome respite from the dangers of the realms as they generally hit for less and are less well defended than their average cousins.
~
142
Feeble monsters
feeble
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is feeble.  Feeble monsters are a welcome respite from the more dangerous versions of their ilk.  A feeble monster's degenerative health and weak defenses make it an easy target.
~
143
Slow monsters
slow
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is slower than most.  Slow monsters take longer action and attack delays and are inherently easier to hit.
~
144
Peculiar monsters
peculiar
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is just a bit different from the rest: peculiar.  Though average in most respects, peculiar monsters appear to have slight advantages, the likes of which cannot be pinpointed directly.
~
145
Spirited monsters
spirited
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster that is just a bit more spirited and gung-ho than the rest.  These well-spirited monsters gain slight attack bonuses, due to their energetic attitudes, including additional damage and additional attacks.
~
146
Wimpy monsters
wimpy
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a real wimp of a monster.  Wimpy monsters have less health, and their cowardly nature handicaps them during their attacks.  In addition, wimpy monsters are more prone to flee from combat than your average combatant is.
~
147
Sickly monsters
sickly
none
none
none
none
none
none
none
Although the majority of the opponents you encounter will be of an average caliber, you will occasionally run across a monster which has a slight disease or ailment which has been eroding their overall bodily health.
~
148
Death and dying
death
dieing
none
none
none
none
none
none
As inevitable as taxes (and no doubt, equally as painful) is death.  It is best to resign yourself to the fact that you will at some point die.  The death process will drain you of approximately 10 percent of your experience, a few stat points, some of your items and one of your precious lives.  It is rumored that there is a way to protect your attributes and experience from the attrition due to death.  If you die with 0 lives left or any of your attributes is below 3, you will suffer true death and lose your character.  See also: lives.
~
149
Lives
life
lives
none
none
none
none
none
none
Each player begins the game with 3 lives.  Each promotion to a level between 1 and 10 you will gain one additional life. Each promotion to a level between 11 and 20 you will gain two additional lives; so on and so forth.  The maximum amount of lives any single player may retain at any given moment is currently set to 10.  It is important to note that only players of level 6 or greater will lose a life when they die.  Any player dieing with 0 lives left will suffer true death.  See also: dieing.
~
150
Dispelling bodily effects
dispell
none
none
none
none
dispell
none
none
THIS COMMAND IS NOT IMPLEMENTED YET.
Players may dispell beneficial magicks which have been cast upon them.  The act of dispelling is an all or nothing process in that when you choose to dispell magical effects you will lose ALL beneficial effects.  Player's wishing to rid themselves of malign magicks must seek other remedies.
~
151
Yelling
yell
yelling
none
none
none
yell [message]
none
none
Sometimes it is a strategic advantage to be able to communicate with all players in adjacent rooms.  The simplest method is to employ the yell command.  To yell, simply enter: "yell [message]" and your message will be transmitted anonymously to all players within adjacent rooms.
~
152
The Chevrolet Camaro
camaro
none
none
none
none
none
none
none
Manufactured by Chevrolet, the camaro is a high performance automobile available in the continental United States and abroad.  Armed with four wheel disc breaks, fat pipes, and a two-hundred horsepower six cylinder engine it is a formidable opponent in the realms of Overland Park.
~
153
Runtime Computing [a division of Metropolis, Inc.]
runtime
computing
runtime computing
none
none
none
none
none
Runtime Computing is an Overland Park based software development team which specializes in online fantasy role playing games.  Their current flagship product "The Rose - Council of Guardians" features a text based, completely interactive fantasy role playing environment.
~
154
Councilor Gaetor (Gaetor the Elder)
gaetor
none
none
none
none
none
none
none
Legendary defender of the peace, Councilor Gaetor's exploits are the fuel of legends which have been around since before any creature might recall.  Corin's second in command, Gaetor contributed greatly to the peace and prosperity of New Corinthia.  Much homage is paid to Gaetor the Elder for his immense contributions.
~
155
Mahleek Tehpal
mahleek
mahleek tehpal
mint
none
none
none
none
none
Rumored to be the only surviving Elder of New Corinthia, Mahleek Tehpal roams the land in various incarnations, his favored being that of an Elven Loremaster, imparting wisdom to all that would lend him ear.
~
156
Alphabetical listing 1
alpha1
none
none
none
none
alpha1
none
none
Alpha list one consists of the commands: actionlist, appoint, appriase, arm, astral, attack, backstab, bash, brief, buy, cast, checkbook, close, combat, counts, decline, deposit and direct.  See also, alpha2, alpha3, alpha4, alpha5 and alpha6
~
157
Alphabetical listing 2
alpha2
none
none
none
none
alpha2
none
none
Alpha list two consists of the commands: discard, disarm, disband, disengage, drink, drop, eat, enhance, ep, exp, equip, exit, x, expel, follow, ga, gameinfo, get, g, give and gossip.  See also, alpha1, alpha3, alpha4, alpha5 and alpha6.
~
158
Alphabetical listing 3
alpha3
none
none
none
none
alpha3
none
none
Alpha list three consists of the commands: greet, group, gr, halt, help, hide, hint, highs, horde, hunt, I, inv, i2, invite, invoke, use, join, kill, learn, leave, light, and lock.  See also, alpha1, alpha2, alpha4, alpha5 and alpha6.
~
159
Alphabetical listing 4
alpha4
none
none
none
none
alpha4
none
none
Alpha list four consists of the commands: myarmor, open, order, pay fine, pick, pl, pray, promote, prompt, purge, quaff, quests, quest, recall, remove, request, reroll research and ring gong.  See also, alpha1, alpha2, alpha3, alpha5 and alpha6.
~
160
Alphabetical listing 5
alpha5
none
none
none
none
alpha5
none
none
Alpha list five consists of the commands: scan, sc, sell, set, settings, shoot, skills, snuff, unlight, spells, st, stat, stat2, stop, strike, suicidemenowplease, sysinfo, train, turn, unequip, unhide and unlock.  See also, alpha1, alpha2, alpha3, alpha4 and alpha6.
~
161
Alphabetical listing 6
alpha6
none
none
none
none
alpha6
none
none
Alpha list six consists of the commands: verbose, wear, whisper, who, withdraw and yell.  See also, alpha1, alpha2, alpha3, alpha4 and alpha5.
~
162
Goblinology, the study of goblinoid creatures
goblinology
goblins
goblinoid
none
none
none
none
none
Goblinology is the intellectual study of the physiology of goblinoid creatures.  Examples of creatures of the goblinoid genus are goblins, orcs, and kobolds.  Extensive research has been done on the goblinoid genus revealing minor weaknesses in their skeletal structures.  Said weaknesses are often exploited by one knowledgeable in this lore in order to gain a defensive and offensive advantage during combat with these creatures.
~
163
Bovinology, the study of bovinological creatures
bovinology
minotaurs
minotaur
none
none
none
none
none
Bovinology is the intellectual study of the physiology of bovinological creatures.  Currently the only species which has evolved for this genus are the minotaurs.  Extensive research has been done on this topic revealing minor weaknesses in their respiratory systems.  Said weaknesses are often exploited during combat to gain a strategic and defensive advantage.
~
164
Destramanatology, the study of magicked immunity
destramanatology
none
none
none
none
none
none
none
Destramanatology is the intellectual study of immunity to non magicked weapons.  The ability to withstand damage derived from mundane weaponry is a skill inherent in many high ranking creatures throughout the realms.  The student of destramanatology endevours to master concepts which teach him to overcome this immunity during combat.
~
165
Cornicology, the study of the cornicus genus
cornicology
none
none
none
none
none
none
none
Cornicology is the intellectual study of the physiology of cornicological creatures.  Currently the only species which has evolved for this genus are the satyrs.  Extensive research has been done on this topic revealing minor weaknesses in their skeletal structure.  Said weaknesses are often exploited during combat to gain a strategic and defensive advantage.
~
166
Imperial City
imperial
imperial city
imperius
none
none
none
none
none
Constructed shortly after the great peace, Imperial City is the largest city in Corinthia and home to Imperial Castle, where the mighty Elder Corin lies ill.  Imperial City is situated in the dead center of the island and is surrounded by forest, tundra, mountains and plains.   Imperial City is a zone of sanctuary and all non-arena combat is discouraged (except for the training helix below the Warrior's Guild).  One may find many training centers and attribute enhancement centers within Imperial as well as a wealth of equipment, armour and weapon shops.  Imperial City is truly the gem of Corinthia.
~
167
Spalango, The Halfling Township
spalango
halfling township
none
none
none
none
none
none
Built beyond the great north spire mountains, Spalango Township is a skeleton of a city, containing no inhabitants to speak of.  It is rumored that the halfling community that built the city dissapeared underground at the time of the great war and have yet to emerge.  One may find many training centers and attribute enhancement centers within Spalango as well as a wealth of equipment, armour and weapon shops.
~
168
Courballi type armor
courballi
none
none
none
none
none
none
none
Courballi leathers are animal hide leathers which are treated with a combination of oils and other salves with the intention of enhancing the receiving material's tensile strength.  Though the resulting tensile strength is proximate to that of metal, the treated leather retains the flexibility of it's non-courballi treated cousin.
~
169
Purging spells from your magical grimoire
purge
purging
none
none
none
purge [spell nickname]
none
none
Each player, at any given point in time, is only capable of retaining an amount of spells in their grimoire equal to one half their intellect with a maximum of fifty.  Because of this inherent limitation you may wish to remove certain spells from your grimoire (spell book) to make room for new ones.  The purge command will accomplish this for you.  To remove a spell from your spellbook you must know the spell's nickname (or cast phrase).  For example, "purge whip" would remove the "whip" spell from your grimoire, provided that the spell is in your spellbook.
~
170
Elven recall
recall
none
none
none
none
recall
none
none
Recall is an ability innate to elven kind which allows them to call upon the power of the forest and tundra to aid them in returning to the sacred garden of though in Imperial City.  This ability is only useable in certain terrains (notably, forest and tundra) but can be used as often as desired.
~
171
Assumption to class
assume
assumption
class
none
none
assume [class name]
none
none
When a player who is merely from a walk of life achieves the 30th level of experience they are called upon to choose a specific profession (or class) to focus their skills upon.  This promotion from walk of life to "class" is called assumption as you are assuming a more focused role.  For each walk of life there are two classes to choose from when you assume.  For example, a warrior may assume either Paladin or Knight.  The current classes are paladin, knight, archmage, necromancer, chirgeon, bishop, bard, ranger, loremaster, monk, rogue and scout.  The help entry for your walk of life will contain its promotion choices and in addition there is also a help entry for each promotion choice.  To assume a class, you must be a walk of life, have not already chosen a class and have 25,000 gold readily available to spend.  Assumption takes place in the assumption chamber, which is buried deep within Ice Dales.  When you are ready to assume your class you must type "assume" and the class name.  For example, "assume paladin" will grant you the class of paladin providing you meet the assumption criteria.  Among other things, assumption will move you to level 31, grant you hitpoints and grant you mana points.
~
172
The paladin class
paladin
none
none
none
none
none
none
none
Paladins are the holy warriors of the realms.  In assumption to the class of Paladin a being dedicates his heart, soul and blade to the cause of good (or evil) and to the will of their deity.  Paladins are very strong, gain many hitpoints and are second only to knights in their melee weaponry attack capabilities.  It is rumored that Paladins gain the ability to stun their opponents during battle.  See also: help assume.
~
173
The knightly class
knight
none
none
none
none
none
none
none
Knights are the most powerful melee fighting class in the realms of Corinthia.  In assumption to the class of knight, a warrior commits himself to the steely, yet monetarily rewarding life of the professional soldier.  Employed by wealthy landowners the knight is the protector of the lord who pays him best.  Knights gain the most hitpoints per level of all walks of life and classes and are granted the strongest offensive combat penalties except in the area of hand to hand combat where they often fall short.  Indeed the knight is the master of the blade and maul.  It is rumored that knights gain the ability to attack multiples targets during a single combat round. See also: help assume.
~
174
The archmage class
archmage
none
none
none
none
none
none
none
Assumed from the mage walk of life, the archmage is the sole proprietor of the sphere of alchemy magicks.  The archmage is often found concocting potions, enchanting items and performing other alchemical mischief.  It is not unusual for an archmage to construct potions for the sole purpose of resale to other beings (players and likewise) and often the most thriving businesses revolve around the healing potion trade. See also: help assume.
~
175
The necromancer class
necromancer
none
none
none
none
none
none
none
Assumed from the mage walk of life, the necromancer is the sole proprietor of the sphere of necromancy magicks.  Conjuror, manipulator, and adept of the forces of chaos, disorder and death, the necromancer summons his power against the force of life.  So powerful in the forces of darkness are the necromancers that they are able to tame the forces of the undead and twist them to his evil will.  See also: help assume.
~
176
The chirgeon class
chirgeon
none
none
none
none
none
none
none
Assumed from the priestly walk of life, the chirgeon (pronounced like surgeon) dedicates every waking moment of his existence to the preservation of life.  Chirgeons walk with a constant protective aura about them calming all to non-aggression.  A valuable aid in times of pain and suffering the chirgeon is often called upon to provide medical, surgical and dental services.  See also: help assume.
~
177
The bishop class
bishop
none
none
none
none
none
none
none
Assumed from the priestly walk of life, the bishop dedicates his life to administering (sometimes painfully) the word of their deity upon the heathens of the world.  Differing from chirgeon in that they are more fighters than healers, the bishop gains more offensive abilities.  A holy avenger in his own right, the bishop blends healing, magicks, combat and religion into a single force capable of beating the word of his deity into even the most thick-skulled monster.  See also: help assume.
~
178
The bard class
bard
none
none
none
none
none
none
none
Assumed from the archtypical walk of life, the bard is a melodic fellow preferring the stench of smoke, grime and cheap perfumes of an old musty tavern to any other place in the realm. Adept at the art of melodic magicks, the bard is able to conjure and create effects through the use of a musical instrument or her voice.  Been around the bush a few times, the bard picks up quite a bit of knowledge about him and her and this and that.  Though they prefer to make love not war, they are reasonably well prepared for the sometimes inevitable violent exit.  See also: help assume.
~
179
The ranger class
ranger
none
none
none
none
none
none
none
Assumed from the archtypical walk of life, the ranger is a rugged, outdoors(wo)man.  Spending much of his natural life in the confines of the forest the ranger finds much comfort in the whiles of nature.  The ranger is an expert at hunting and surviving in the wilderness.  From birth the ranger develops strong ties to the animals of the lands.  These strong ties develop intense loyalties between ranger and creature and often the creature will defend its master with its very life.  See also: assume.
~
180
The loremaster class
loremaster
none
none
none
none
none
none
none
Assumed from the scholarly walk of life, the loremaster lives to for knowledge.  His ability to survive and prosper in the lands is dependant almost entirely on his knowledge of the lore of the land (for example, bovinology, destramantology).  No time for melee weaponry, the loremaster defends himself with his bare hands, his cunning and his raw intellect.  Though not quite as adept as the monk at empty handed combat the loremaster is a fair hand at martial arts.  See also: assume.
~
181
The monk class
monk
none
none
none
none
none
none
none
Assumed from the scholarly walk of life, the monk dedicates his life to the art of empty handed combat.  The monks intense mental training, discipline and knowledge of critical pressure points on the anatomy of all creatures makes him a formidable enemy.  His attacks move at blinding speeds and strike like the hammer of Palapine.  It is rumored that monks gain the ability to channel the force of there attacks in such a fashion as to blow their opponents from the room.  See also: assume.
~
182 
The rogue class
rogue
none
none
none
none
none
none
none
Assumed from the gypsy walk of life, the rogue dedicates his life to the acquisition of items and money that through less than honest means.  An expert pickpocket and the master of the acquisitioning skill, the rogue is to be feared for its ability to steal critical pieces from your inventory slots.  The rogue class finds itself most at home in the hustle bustle of the paved streets of major townships where it is most able to practice its trade.  See also: assume.
~
183
The scout class
scout
none
none
none
none
none
none
none
Assumed from the gypsy walk of life, the scout dedicates much of his life to espionage.  An adept at tracking the movements of creatures across vast distances, the scout is often called upon to work as a spotter during assassinations.  Acute perception, and fine tuned ranged combat training allow the scout to engage in ranged combat with enemies which are across multiple rooms of darkness through the use of a skill known as autoscanning.  See also: assume.
~
184
Top walk of life players
highs1
none
none
none
none
highs1
highs1 [5-50]
none
This is the high score list which tracks the top players who have yet to achieve assumption to a class.  Type "highs1" to see the top 15 of this list or specify "highs1" and a number from 5 - 50.
~
185
Top classed players
highs2
none
none
none
none
highs2
highs2 [5-50]
none
This is the high score list which tracks the top players who have achieved assumption to a class but have not become initiates yet.  Type "highs2" to see the top 15 of this list or specify "highs2" and a number from 5 - 50.
~
186
Top Seediest player killers
seedy
none
none
none
none
seedy
seedy [5-50]
none
This is the high score list which tracks the top player killers of the realms.  Type "seedy" to see the top 15 of this list or specify "seedy" and a number from 5 - 50.
~
187
Top Initiates of the realms
initiate
none
none
none
none
initiate
initiate [5-50]
none
This is the high score list which tracks the top players who are currently initiates to The Council of Guardians.  Type "initiate" to see the top 15 of this list or specify "initiate" and a number from 5 - 50.
~
188
Top Councilors of the realms
council
none
none
none
none
council
council [5-50]
none
This is the high score list which tracks the players who have achieved a seat upon The Council of Guardians.  Type "council" to view this list.
~
189
Restricted access for high level users
restrict
restricted
restricted access
none
none
subscribe
subinfo1
subinfo2
As always, playing for characters level 7 or below is free.  Players who are level 8 or above and who have run out of game time will retain their characters and items indefinately but will be switched to restricted access.  Restricted access means that you will not be able to get items, drop items, cast spells, attack creatures or leave or enter town (of course depending on whether you're there or not when you run out of time).  The system will warn you every so often that you are running low on time.  This warning begins when you have less than 1 hour of game time left.  For information on purchasing blocks of time please type "subscribe" at the prompt.
~
190
Peon
peon
none
none
none
none
none
none
none
Peon is the lowest rank of all walks of life.
~
191 
The passage of time
time
date
none
none
none
time
date
none
Time rolls along at a moderate pace in the realms.  Each ten minutes of "real" time is one hour game time.  To find the current time of day (or night!) type "time.  To find the current date type "date".
~
192
RoseNet
rosenet
global
none
none
none
none
none
none
RoseNet is a facility built into The Rose which allows the high scores and exciting events of each game to be broadcast, via e-mail, through the internet and to our web site located at www.rosecog.com .  High scores from all BBSes are combined together daily to make a global high score list.  A seperate high score list is maintained for normal and assumed characters.  Surf to http://www.rosecog.com and check it out!
~
~~

